> From: Josh Babcock
> 
> Melchior, (or anybody else)
> 
> It seems that the material animation nullifies the alpha channel of .rgb
> files mapped to the objects being animated. Here is an example. The
> objects face and ball both have alpha channels which go away when this
> animation is commented back in. Since I stole this from the mustang, you
> should be able to see the problem there as well (though the original
> ball is a solid object, not an alpha-mapped card). Example is attached.
> 

If that is true, I may have fixed that locally.  In any case, Melchior's 
response is correct.  

The solution probably is not documented this way, but you can avoid these 
problems completely by defining "groups" as the first animation entries.  

Take a look at David Megginson's example work in pa28-161/Models/pa28-161.xml.  
The first couple entries are animation groups with no defined types.  They are 
named for the purpose of doing a manual "alpha sort" (see the 
"PanelAlphaOrderGroup" animation entry).  

I believe that the same technique could be used for actual rotate, translate or 
texture animations.

Predefine all the groupings as the first "animation" entries with a name but no 
type.  Omit the type, and no call back will be linked.  Further down in the xml 
code, you can set the real animations up in whatever order works best for you, 
referencing the predefined groups by name with a single "object-name" tag per 
animation.  Nothing gets merged (again) because all the merging was done when 
the groups were predefined.  The only thing you'll have to remember is to put 
your larger groups first if there are single objects appearing in multiple 
levels of grouping (not a common requirement, but can happen).

Best,

Jim



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